Posts Tagged ‘Impossible Figure’

Impossible Figure: 2008-10-22

Wednesday, December 3rd, 2008

Notice: I recently added an Impossible Figures page to my about section, if you’re curious, check it out!

It took me quite a while to decide how to start the work on this figure. It felt a bit too daunting in the beginning when tried to create the initial geometry out of a bunch of floating bars, but I settled for a simpler and actually better method to realize it. As it is fairly complex it was hard to write any explanatory text, but I guess it does not really need that.

Triangle
2008-10-22
triangle_03_25_03
Linework | Fillwork

The general shape of this figure is a triangle, but it is more intricate than that. It is actually a double tribar with another three double tribars attached to it, making it a quad-double tribar!

Impossible Figures

Monday, November 24th, 2008

Note: If you ended up on this page while looking for my actual art, go here!

Index: History, Philosophy, Technology

History

The Beginning

My first real impossible drawing, which I remember clearly, was made after noticing an impossible triangle, or tribar, in a children’s magical and mysteries book at the local book store around 1995.

Why I remember it so well is because I tried to draw it at home after seeing it just once, but it was too hard a challenge for me to actually succeed. I ended up going back to the book store with my paper and a pencil to correct and complete the drawing according to the art in the book.

I had been unable to successfully connect all the lines, it just made no sense to draw something that was intentionally wrong. For me, it was a mental barrier to break.

Computer Graphics

Around 1996-1997 when my family got a new PC including some neat software I began drawing impossible figures on the computer in a vector application called Designer. With much delight over the incredibly thin and straight lines it was possible to produce I frequently printed the figures to show my friends and family.

It did not take long until I had filled an entire sheet with figures and thought to myself that I had reached a level of complexity in the figures that made them incomprehensible, uninteresting and even mentally painful to look at.

After that it was seldom that I created any impossible art, but it always sparked my interest when I came across illusionary graphics. Many other things took my attention as I grew up, it was mostly enough just trying to survive being a teenager.

My most complex piece drawn with parallel projection was sketched out and promptly put on ice in 2004, but finished after a few months of intensive work in 2006. It is available right here on this very blog, with the story behind it as well.

Mind Expansion

Later the same year, 2006, I got to think of what unique abilities I have that would be worth developing. Unsurprisingly creating illusions was what came to mind. I started to read up on what other artists there were that are or have been active creating impossible artwork.

Earlier in my life I went by the principle that I should not “taint” my imagination with the work of others, so I would know that what I was making really came from my own mind. But at this time I broke with my old idea and reasoned that if you take in what has taken other people lifetimes to imagine, it should be possible to come up with creations it would take a single man several lifetimes to do.

Since then I have bought a number of books. One I especially liked was Masters of Deception by Al Seckel (ISBN: 140275101X) which takes up a great number of artists with different styles, as well as offering interviews and videos online! It inadvertently gave me names to go on for more information.

I am myself concentrated on impossible figures; that is physical objects that can only exist on a flat surface. But this does not stop me from greatly enjoying other illusions, and I found Incredible Visual Illusions, also by Al Seckel (ISBN10: 078582056, ISBN13: 9780785820567) very fascinating! I have also gotten my hands on books with art by single artists, but they are often much faster to get through as they follow a single thought line, therefor they make less of an imprint on my memory.

New Beginning

At the start of 2007 I decided it was time to seriously pick up drawing my own impossible figures again. As I still thought I had exhausted the challenges with parallel projection drawings, especially after finishing my last piece, I immediately decided that I would be making the figures in three point perspective. A distinct upgrade, I say, to figures drawn in parallel projection.

I had begun to look for solutions to create perspective art earlier, out of curiosity, before I had actually taken my decision to do it. By the time I finally had decided on a work process I had evaluated different applications, add-ons and macros for a few months.

Philosophy

Construction Principles

From the very beginning in the 90’s I have had a few very strict design guidelines for my own creation of impossible figures. Basically I did what I felt was right, how I wanted things, but now I am aware of how I think.

The foremost very important rule is that lines from different surfaces should not be joined at the ends if they are not supposed to be. To me this makes the figure confusing and unclear. Note example below where several surfaces end up with an intersecting point and lines that go into each other. It ends up looking more like a geometrical shape than a representation of a solid object.

Another rule is a variation of the first, but it is more subtle and more of a design choice. I want surfaces to go together like the face of a brick wall, not for seams to go straight across things. This so the figure does not appear to be made up of several individual elements but one solid object.

Then we have a rule about shortcuts to making things impossible. I do my best to keep lines alive. I am very dissatisfied with lines which just disappear or fade away, that is cheap in my eyes.

I go to great lengths to keep these rules, not because I have decided so, but because for me it is the only right way to do it. I will not accept the result otherwise.

Motivation

Creating these figures makes me feel a bit unique as most impossible figures that are published are created in parallel projection. I still draw that kind of figures, but what challenges and motivates me is to then render them in a perspective view. In addition I strive for perfect correctness, no bent lines or untrue perspective to cheat your way to a complete structure, that is the perfectionist in me at work.

Why I still make few-colored simple-structured figures is because then they are possible to validate. The lines are perfectly straight so you can with ease trace them to their vanishing points; they are not a bumpy rock wall or other design which would have made it less clear. This is a design choice I have to remind myself of as I sometimes myself think a figure can look a bit bland. Then I try to add surface details which does not confuse the viewer.

Technology

Work Process

I start witch sketching the ideas I get. Usually I come up with them when I am not trying to, spontaneous creativity, while riding my bike, vacuuming or other less brain intensive activities. This means I have to remember the concept I had imagined until I get my hands on pen and paper. Usually I carry a tiny notebook in my pocket as I use it at work.

The time between the drawing board and working on the computer I use to think of what to create in the 3D application, Google Sketchup. What I would need to get a smooth start when doing the 2D work. When I think I have a good idea of the entire process to a finalized figure I start the actual digitizing. Why I use a 3D application at all is because these illusions are very dependent on the camera view, from which direction you look at the object. I save a lot of frustration compared to starting with just three perspective points and draw the entire thing from scratch, and then redraw it every time it ends up not working. I do still end up remaking or entirely scrapping things as I deem them impossible to realize, but that is just a part of the process.

From 3D I go to 2D, in Autodesk AutoCAD. I pick out the perspective points retroactively and start adding, adjusting and removing whatever is needed to finish the design. Sometimes it is fairly quick and easy, and sometimes it can take many focused hours. When I have finished the actual figure I add a frame and the background grid before I export it for coloring.

Coloring is usually quite quick. It depends on how many different colors that are needed, how many different surface directions there are and especially if there are gradients. More colors simply adds decisions, more angles increase the number of light and shadow layers and gradients are usually a hassle to get to do what I want, in Adobe Illustrator, oh the pain.

When done with everything I export the final result and a wireframe as PDF and PNG, then I shrink the PNG and add a link to this blog and adds the post to the site! Done!

I have documented this process, or rather steps of it, in video form; use this link to filter out the progress videos I have posted!

File Naming Convention

I include this here as it helped me lower the amount of confusion during the creative process a great deal. This means I can use more of my effort on actually creating things instead of managing things, as well as leaving me with a very satisfying nice looking file tree.

Across the three stages on the computer where I make my figures I end up with a lot of source files. At first they were very confusingly named which caused me quite a bit of grief, but I eventually organized my files so they automatically sort in a historical order. The file types I get are mentioned below, as well as my naming convention.

Red.3D is SketchUp .skp files, Green.2D is AutoCAD .dwg files and Blue.color is Illustrator .ai files. Also, the Gray.export files are in the AutoCAD .dxf format, which I use both when exporting from 3D to 2D as well as from 2D to coloring. The bold numbers are where the change has occurred, and it is always the last number in the file name.

  • Name_01.3D
  • Name_02.3D
  • Name_03.3D
  • Name_03.export
  • Name_03_01.2D
  • Name_03_02.2D
  • Name_03_02[a].export
  • Name_03_02[b].export
  • Name_03_02_01.color
  • Name_04.3D
  • Name_04.export
  • Name_04_03.2D
  • Name_04_03[a].export
  • Name_04_03[b].export
  • Name_04_03_02.color

This way even if I make revisions to formats earlier in the process the files will still keep the right order on the disk. The intermediate formats have the same name as their source file which makes the export process almost nonexistent, just click and it is done! When I split the AutoCAD file into layers before opening them in Illustrator I export them with square brackets at the end, which is what I found worked to keep the file order even if more files are added later. At least under Windows.

Now that you know how I name my files you can deduct things from the image filenames in the postings, as I keep them intact when publishing them online. The higher the number the more time I have spent at that specific stage of the process, basically.

Impossible Figure: 2008-10-20

Wednesday, November 19th, 2008

Over the time I’ve gotten a few comments that people like when the figures actually remind of something, and don’t just look like geometrical shapes. As I usually base my ideas around the actual impossibility it’s not that often that the figure reminds me of something else, or even has room for it without moving away from the purpose of it all. Even if the similarity to a real world object is merely symbolical, it might help to catch certain peoples’ interest.

Factory
2008-10-20

Linework | Fillwork

If you follow the top of the structure from the left to the right and then round the bottom, you will notice that it continues to travel away from you, back into the void.

Impossible Figure: 2008-09-22

Wednesday, November 5th, 2008

My original sketch for this figure was a bit simpler, with just five wheels, but while I was drawing it on the computer I added one wheel to the sketch. But after finishing that version of the figure I decided to add another two wheels, just because they fit. And I think that made it into an interesting piece of art.

Belt3
2008-09-22

Linework | Fillwork

The belt goes back and forth between the different axles, but as it does that it also travels forward- and backwards while only bending around one axis.

As this is a fairly complex figure to draw, to say the least, I decided to try a new way of depicting the process. Below is a video of each save state. Before removing all reference lines after finishing an element I save a new file, in the video I fade between them forward in time. I think it ended up easier to follow than the actual time-lapse videos, but I do wonder if there is a way to save all AutoCAD steps as they are logged, and then replay the drawing in some way… will need to research this.Anyway, the video is best watched in its native HD resolution available by going to Vimeo!

With this posting I’ve caught up with myself so from now on postings of impossible figures will be further apart. I create at least one per month, as I’ve set that as a rule for myself, to keep at it. I tend to get several ideas at once though, so I think I will be able to manage two per month, if time and brains permits. We will see.

Enigmatic Observation

Friday, October 31st, 2008

Before I started making impossible figures in three point perspective I drew them in parallel projection. What I’m posting here is my greatest figure from that category. I made a few sketches in 2004, the idea was to prepare for a Photoshop project where I would create a piece that would look like a real Halo level, but I never got around to that part of the concept.

In 2006 Stuntmutt, the writer and artist of One One Se7en (now only updating sporadically), was getting married and as I’ve had lots of good times using his versions of the Halo characters and cooperating with him in person, I decided to dedicate this to him, his art and his new family.

While the happy couple enjoyed their honeymoon a few of the (Halo) community people had made guest strips which got posted during the absence of the original author; and this illusion was created to complement my guest strip (left).

Originally you had to figure out that there was more to it if you clicked the blinking crystal (2552 Sep 7 and the next)… I’m not sure how many who actually found it, or even understood the comic. Today I present the larger art directly for easy access.

As I usually do not create pieces with this amount of details, I was a bit indecisive of how to present it online. I ended up creating my own flash viewer; which you can launch by clicking the image below or this link. Hover the question mark in the top left corner for controls.

The entire figure was drawn and colored in Flash. As there was a lot of work to do I used the application I felt the most comfortable with, and Flash has really intuitive drawing utilities, I think, it only lacks in accuracy and resolution as it’s not really made to create print art. The work in 2006 spanned from late March to mid May, and as I only did contract work around that time I could spend a big chunk of my time on this.

Back then I also created this file to see the creation process over time. Only step #1 and #2 are from 2004, the rest are from 2006. This file has not been displayed publically before and was planned to never be, so please feel a bit privileged when viewing it now!

And as nobody will probably figure out the secrets or interesting details, I will list what I can recall. I think there was something with the number of weapon spawns and MCs as well, but I can’t seem to make any sense out of that now.

  • You can see the original comic strip in the upper left corner of the artwork.
  • There are weapons present from Halo 1, 2 and 3, referenced from the comic.
  • There are flags from CTF, skulls from Oddball, a hill from KoTH and a bomb from Assault.
  • The grenade cache to the right is a reference to Sgt. Johnson’s immunity to the Flood.
  • Hidden text(s), but I won’t tell you where!

Lastly are a few screenshots from the levels I used as inspiration for the art direction. I grabbed the images from my own collection of Halo panoramas.

  • Hang ‘em High, a favorite, also the initial project name was Dang ‘im Possible.
  • Prisoner, you might recognize the color on the floor and gangways.
  • Boarding Action, notice the level numbers.

Phew! This was way more information than I initially planned to write about this piece of art.